**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
I don't think it needs to extremely tuned up to be absurd but I don't see the "hard lanes" that I was expecting.
Still more to come and there are more lanes in the upcoming chapters too.
This is extremely personalized, but I found it to be entertaining to blitz through. I suppose that might imply it is still a little too easy, but I still found it fun to play through. This is aided in large part by the fact there's no energy requirement and no entrance limits, so you can just try something to see if it will work or not. If either wasn't true I would be less likely to experiment and more likely to go straight to the absolute best attack options and safest playstyle, which would make it less interesting to play. That is something the devs should consider when it comes to balancing high difficulty content: the more experimentation you allow for, the more latitude you probably have to design the difficulty and the more likely the players themselves will be to make the content more interesting for themselves to play.
We get two tier4cc shard crystals for both no increase for master wtf
Quit short changing
You give more rewards (not much but it’s more) for harder difficulty but not this one what gives
Nobody wants to keep doing the same quest over and over just to accomplish some stupid mission, so whatever. 😒
From the Dev Diary:
"To do so, we are building an easy path in each Quest, so that any Cavalier player can attempt to obtain the completion rewards without a super-wide roster. The completion rewards will help you develop the breadth of your roster; helping you rank up your 5-Stars Champions up to Rank 5.
Once your roster is wider, and your skills sharper, you would be able to challenge yourself by attempting the exploration. Exploring the Cavalier difficulty would require either a good amount of skill, a wide range of ranked-up Champions, or a lot of power! But if you succeed, those Tier 5 Class Catalyst Fragments will be yours!"
They were trying to make a mode that would add challenge, but still allow a lot of summoners to complete it for data acquisition.
Leaning primarily on strong, but doable nodes was the perfect strategy.
As they said, this is step 1 in their quest to tune Cavalier.